Mar 25

Making a Game: Part II

Category: Uncategorized

Okay so after figuring out some basic stuff, next comes the really important stuff.

First: “look” of the game. After a lot of wrangling and debate, I’ve decided on 2d top-down view. This requires some simplification of some of the combat mechanics. Instead of damage per “part”, there will be damage per facing, then core health. I’m debating hex-tiles or square-tiles at the moment.

Other things I’m considering, are energy mechanics, and physical action mechanics. My current ideas are pretty specious at the moment. I’m considering energy flow to individual items, and some items when used or triggered increase their draw on the circuit(like a load current from a motor). You could also redirect some energy from one part to another as needed, but this takes time(affected by skills and items).

Then for physical action, I’m considering maybe a system similar to Champions Online. That would be a morale meter, where you do actions, then, depending on stuff, the morale meter increases, allowing you to do more complex and expensive stuff.

Another possibility is to adapt the D&D 4e system of at-wills, encounter, daily abilities. I actually kind of like that system.

Yet another possibility is a stamina meter, which acts kind of like a capacitor, that gets drained by actions, then charges up over time.

What do you think?

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